"The first split of Season 5 Ranked is coming to an end! Make sure to try to hit your ranked goals before the reset when this patch hits!"

"The reset itself will be a soft reset. What this means is that your previous split performance will have a serious impact on where you will play your qualifying games and where you place after qualifiers are finished. Diamond players should expect high level qualifiers and with slight adjustments based on your record."

"We have also made some adjustments for this split with where we place players after qualifying. Previously, we would place someone quite a bit lower than our estimated MMR (Matchmaking Division) for them, giving them room to prove themselves. After reviewing where players qualify to and how they are spread around all the ranks, we are reducing how much lower we place players. This means players will qualify much closer to our estimated MMR and will qualify higher than in previous splits."

Soft Reset

Adjustments to placements after qualifying

Death Marks

"Death Marks were created to provide a new and unique type of reward for the Inner Demon Adventure. These items were intended to be a fun way to leave your signature on the battleground. Enemies and allies can roam the map and see the remnants of previous battles. As we implement this new feature we want to make sure that Death Marks don't accumulate to the point that they are distracting or obscuring other important information. For this reason we are decreasing their duration."

CONSOLE - Fixed some of the circumstances where players could not be able to accept match queue pops.

ITEM BALANCE

Talisman of Energy

"Talisman of Energy can be an impactful choice when fighting around minion waves, but the lack of raw defenses limited how useful it could be outside of those situations. A small increase in Magical Protections should help it better serve as a defensive option against Magical Damage."

Increased Magical Protection from 50 to 60

Mace

"Rushing Mace with a Blessing is a common start, allowing Hunters and Assassins to spike their power early while still getting multiple potions. We want players to have a balance between choosing aggressive builds or having a lot of sustain, but this start was the best of both worlds. We are increasing the cost of mace by 50, removing a potion from this specific start."

Increased cost from 650 to 700

Heavy Mace and Warriors Bane have been adjusted to keep the same cost

The Crusher

"The Crusher has become a core item on many gods, even ones who don't build much power. Its cheap cost combined with good base values let this fit into builds in nearly any scenario. We are increasing the cost and reducing the base damage of the damage over time. Players will now need to invest more in this item for it to really shine."

Increased Cost from 2300 to 2400

Passive Base Damage per tick reduced from 15 to 10

Magi's Cloak

"Magi's Blessing is an efficient combination of health, protections, and a strong passive. This makes it a powerful one-of item for squishy characters that makes them quite tanky. We are increasing the cost and reducing the total health provided to ensure it is still a strong pickup without being too potent."

Increased Cost from 2050 to 2150

Decreased Health from 350 to 300

GOD BALANCE

Da Ji

"Da Ji provides a large amount of burst on a relatively low cooldown, allowing her to regularly jump on the backline with a lot of success. We are reducing the burst provided by Trickster Spirit and increasing the cooldown of Horrible Burns, giving players more chance to react to the nine-tailed fox."

Horrible Burns

Increased Cooldown from 7s to 9s

Trickster Spirit

Decreased Physical Power Scaling from 100% to 85%

Camazotz

"Camazotz has a huge amount of potential in both damage output and self healing. It is important to his identity to retain both of the features but he is doing them both a little too well. We will be doing multiple slight adjustments to help remedy this. His passive healing bonus and burst heal on Devour are both going down so that other solo laners or junglers have a higher chance of poking Camazotz back to base. Also his ultimate damage is being reduced. This part of his kit is hardest to counter and has many other advantages so it is justified for it to deal less damage."

Essence Drinker

Updated description and tooltip to be more accurate

Decreased Vampirism Buff from 5% to 3%

Devour

Decreased Heal per Hit from 15/25/35/45/55 to 10/20/30/40/50

Bat out of Hell

Decreased Damage per hit from 120/165/210/255/300 to 100/145/190/235/280

Ullr

"Ullr's ability to combo his Thrown Axe into the rest of his kit gives him strong early kill potential and allows him to bully opponents in lane. We are trimming a bit of power off Thrown Axe, while reducing the scaling of Hail of Arrows. While a stun combo will still hurt, it won't be as devastating as usual. Ullr players will need to focus more on their follow-up after the combo to keep the pressure applied."

Bladed Arrow / Thrown Axe

Decreased Thrown Axe Physical Power Scaling from 70% to 65%

Decreased Thrown Axe Base Damage from 60/90/110/150/180 to 10 off all ranks

Hail of Arrows / Glory Bound

Decreased Hail of Arrows Physical Power Scaling from 110% to 100%

Janus

"Janus is a strong choice for competitive players. He provides unmatched team mobility and has a low cooldown clearing ability that can secure camps without contest. Unstable Vortex is getting a cooldown increase and a small damage decrease on its double hit to make his secure less guaranteed. Additionally, we are decreasing the persist duration on Threshold, lowering how long Janus can zone off an area and limiting the amount of teammates that can take advantage of the speed boost."

Unstable Vortex

Increased Cooldown from 8s to 10s

Decreased Bonus damage from 20% to 15%

Threshold

Decreased Duration of the deployable from 3/4/5/6/7s to 3/3.5/4/4.5/5s

Kali

"Kali's Lash is her primary poke and clear tool. Having a long cooldown on this limited her ability to properly jungle in the early game. While she is a late game character, she was a bit too skewed to the late game. This adjustment will help bring her overall power curve to a more reasonable level, while still keeping her late game strength at the same level."

Lash

Changed Cooldown from 15/14/13/12/11s to 12s at all ranks

Hades

"After a few Hades changes, Devour Souls was the only ability that still consumed blight. This resulted in a few situations that felt clunky. This ability will no longer consume blight, allowing Hades players to combo more smoothly and continue to fight after using Devour Souls. Additionally, the cooldown of this ability is being significantly decreased for Hades' early game, giving him access to clear comparable to other mid laners."

Devour Souls

No longer consumes Blight

This ability will still detonate and heal Hades if the target had Blight applied

Decreased Cooldown from 15/14/13/12/11s to 11s at all ranks

Poseidon

"Managing Tide is an important aspect for Poseidon, but some abilities had such high costs that they became prohibitive to play around. We are reducing the overall Tide cost of Tidal Surge and Release the Kraken. These two adjustments will give Poseidon players a better handle on their Tide resource and increase his damage during extended engagements."

Tidal Surge

Decreased Tide cost from 30 to 20

Release the Kraken!

Decreased Tide cost from 50 to 30

Bacchus

"Belch of the Gods is becoming even more godlike this patch! This god struggles in the early levels of Conquest and these changes will hopefully let him better compete with other duo laners. Bacchus relies on building up his Drunk-o-meter early on, which takes an ability point that he would otherwise spend on damage. We are increasing damage on Belch of the Gods to give him better clear and poke damage to make up for this. Additionally, the anti-heal provided by this ability will now immediately trigger (instead of just when it stuns) and will last longer. This will help him have more identity as an anti-heal pick."

Belch of the Gods

Increased Damage from 20/35/50/65/80 to 25/40/55/70/85

Healing Reduction is now applied when Bacchus is at any level of his Drunk-O-Meter

They addressed several slightly overpowered items and gods, and buffed some gods that desperately needed some help. I like the fact that most of them were slight adjustments so that they can monitor performance.

Overall, I'm happy with this... except for the no Achilles nerf part...

Oh damn bran, sorry about your rabbit. Hope you were able to put the veterinarians in their place.

I went in there pretty hot, but when I saw the face of the vet, it calmed me down pretty quickly...she said it was the first time a bunny has died for her, and she looked almost in tears herself.

They had done the procedure (6 minutes only), and he was recovering from anesthesia...then just stopped breathing. They tried resuscitating for a while but no success. Anesthesia is tougher on small animals, and bunnies can be more sensitive than others.

Sucks really bad. We're also fostering 2 kittens as of 3 days ago, and one of the two arrived with a tail wound and favored her left rear leg/hip. Come to find out today after x-rays that there's a major fracture that would probably cost $10,000 and no guarantee she'd come out okay...not that we'd have to pay (being just the foster home), but that's a lot for a rescue/adoption group to fund. Might have to put her down.

This on top of my wife's loss of her siamese who was her baby (~17 years old) about a month ago...it's been a tough time around here lately.

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SmiteFire & Smite

Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.